Pony Satyr

Pony Satyr Traits

The offspring of humans and ponykind, as well as descendants of that offspring, pony satyrs are strangers of two worlds emboldened to carve a niche for themselves.
Ability Score Increase: Two different ability scores of your choice increase by 1.
Age: Pony satyrs mature at the same rate as humans, and reach old age at about the same time.
Alignment: Much like humans, pony satyrs tend overall toward neutral.
Size: Your size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and one extra language of your choice.
Skills: You gain proficiency in one skill of your choice.
Unique Destiny: You gain advantage on checks with a single skill that is tied to the brand of destiny on your flank.
Pony Ancestry: Choose a subrace below based on the tribe of pony you are descended from. You gain the traits listed for that subrace.
Doppelganger: You have advantage on persuasion and intimidate checks.
Earth-bound: Whenever you roll a hit die to regain hit points, the minimum you regain is twice your Constitution modifier or 2, whichever is higher.
Gem Pony: You have advantage on saving throws against being frightened.
Leather Wing or Pegasus: You have wings. Your base flying speed is 25 feet, and your base walking speed increases to 40 feet. You cannot fly if you are wearing armor you are not proficient in, armor not tailored to accommodate your wings, or a backpack not specially tailored to your wings. While flying, you are vulnerable to piercing damage, and you have disadvantage on strength checks to interact with objects that are on the ground. You fall to the ground at the end of your turn unless you move at least half your fly speed during your turn. In addition, you gain proficiency with one simple melee weapon of your choice.
Sea Horse: Your base swim speed is 30 feet. You add your proficiency bonus to checks made to swim, and have advantage on them as well.
Unicorn: You have a magic horn growing from your forehead. You may perform a physical action (such as attacking someone not standing beside you with a sword, picking a lock across the room, or shutting a door) up to 30 feet away. This action must use your Intelligence if Strength would be called for. If the task normally requires intelligence or dexterity, you are at disadvantage. You must be able to see what you are working with.
Zebra: You gain proficiency in one skill and a related tool. In addition, you cannot be surprised as long as you are not incapacitated, and you gain a +1 bonus to initiative checks.